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- Shader "PXR_SDK/PXR_UnderlayHole"
- {
- Properties
- {
- _MainTex("Texture(A)", 2D) = "black" {}
- }
- SubShader
- {
- Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- LOD 100
- ZWrite Off
- Blend Zero OneMinusSrcAlpha,Zero Zero
- ColorMask RGBA
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- };
- sampler2D _MainTex;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = v.texcoord;
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.texcoord);
- col.r = 0;
- col.g = 0;
- col.b = 0;
- col.a = col.a;
- return col;
- }
- ENDCG
- }
- }
- }
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